Progress for me is pretty slow so far, but this is my first game jam and i'm proud of this so far. this is my main character, Russ and his house. I just finished creating that seamless grass texture and will be moving on to texturing the house and then creating more props.

This will be the 'Nomicron', a triptych containing 'stuff'. don't know what stuff, but it will be the base portal into the game, a sort of magic box of things.

What is nice is this gives everyone an idea of how simple the models are. I haven't even thought about how it will all fit together yet, but you can see the hinges and how the box is supposed to work...

This is my early prototype. When the theme was announced the first game that came into my mind was a RPG call Half Minute Hero. I therefore decided to try recreating the game mechanic and see how to go from there.

The game now basically have a timer that count down from 30 sec. The player have to kill the Boss enemy before the timer reach zero or else the game will reset from and the player have to start over.

I though it was simple but I encounter lot of problems to go from world screen to combat screen. I want to keep the world scene in the background. I am using Unity and Playmaker visual scripting. I can't really do much coding in C# as I am not a programmer.

This basic prototype is still incomplete. When done, I would see whether to add something unique, improve or scrap the whole thing and redo with a new idea.

So I have a game idea, basically a procedurally generated zelda dungeon, with a key room, boss room, 30 seconds to get through it but each enemy you kill, add time, each time you get hit, remove time, you die when the timer hits 0.

I'm a little concerned the idea isn't very unique, but it does give me an opportunity to play with procedural level design.

I spent the night brute forcing a level generator, I'm sure there's better less error prone ways of doing it but here's what 50 runs gave me with 10 tile dungeons, key placed in the back half of the tiles. (The green tile is the player spawn, gold is the key room, red is the boss room, black with normal enemy spawns).

I'll spend some more time on the algorithm tomorrow but barring a few bugs I can see (boss room isn't always last) etc. I'll build some place holder rooms and generate actual maps this week, I should be starting player controls and enemy ai this weekend. So each room will be a designed puzzle but the overall map is procedural. I'll post more details in the discord unity channel if anyone's interested.

Starting a bit late, but focusing on the common phrase of "This time or less or its free!" for pizza delivery services, and thought it'd be funny if that time was 30 seconds. So, you quest is to make the customers pay for their food with your quickness.

Spent most of my time today getting the movement feeling right and making some obstacles to test the physics on. This is just a test level as of now, but should give a feel for the style of the game.

Will work on setting up the 30 second timer tommorow, as well as the end goal and possibly some puzzle objects.

I'm just adding doors to intersecting rooms and walls to non-intersections. I'll modify this to add some walls to non-critical paths. Then move on to enemies on the weekend. I'm not 100% tied to the 3d levels though. I'm a really poor 3d artist so we'll see where I land.

So am I, so just have to make the artwork that much better to compete! I think even just the particles I saw there makes your prototype look great! I'm having issues now of converting my original idea into a game, the whole scenario i have set myself in in awkward, but hey thats why i'm here, to fall into traps and learn how to get out of them and better myself doing so!

So today i start off with the Game Jam. Came up with some cool ideas over the last days. Unfortunately Matthew had the same basic idea. SO i will see how i'm going to make my game unique. The following picture is just a simple 2min voxel of one of my levels, to get the idea how i want to make it.

That's a good idea Adam :) I'll see how I could create branching paths. I wish I could create loops as well but I don't think I'd get the time ^^' For now I just try to create a Mall (not a dungeon) and the game would be about finding the toilets in less than 30 seconds because you've eaten a bad burrito or something xD

If I may give a suggestion, AI will be very important as it is make or break whenever you have hordes of enemies. See left 4 dead and FEAR. What makes them so much fun is that the enemies spread properly and work together against you. They will try to surround, and they will try to get around cover. Look at Swarm AI and Utility AI methods.

Progress was made over the weekend, actually have a game now. Have basic follow enemies, sword attacks, item pick ups (right now just another copy of sword), tied to secondary mouse, key with a lock on the boss door, adding and removing time on hit/enemy kill. Most of the programming work is out of the way, so now's my arduous task of 3d modelling.

What a cool way to handle random generation for game jams! My issue with random maps is that they always take so long to get right and which makes you settle on "good enough" when you run out of time. Your way gets rid of all the stuff that goes wrong like corners, hallways, etc! Good thinking

Didn't come as far as I hoped, but some simple mechanics are implemented along with some nice models with animation. Next week, I will focus on implementing the combat system which will become important. As of now the player can only run and collect these chalices, which is a placeholder for various loot within the dungeon. The goal will be to collect this loot while fighting off the monsters in the dungeon. The loot can be used to buy upgrades etc. after the 30 second dungeon run.

The mechanics of the tiles are detailed in the Tumblr post I linked. Essentially you use WASD or the arrow keys to slide the player character into tiles. Doing so allows you to pickup items, attack enemies or trigger special effects (eg lightning storm). If you are not currently on a quest, a quest tile will spawn which once used gives you 30 seconds to complete a tasks. Completing quests is currently the only way to increase your score.

originally they were done in photoshop as 2d art. I was going to use the same system here, but went totally 3d. I took the 2d elements I previously did and added them to my 3d asset sheet. All the graphics are a single 64x64pixel sprites packed into 16x16 (256 in all). I use some custom shaders to decide which is the starting graphic and the size and width.

I also used a custom written sprite editor to draw some of the the other textures. There is a custom 3d app that takes everything and also allows me to create lowpoly models and texture map them very fast.

The shaders also allow me to use different colours when rendering so most of the graphics are in grey. Using this way means I can use the same graphics in different colours giving totally unique looks without loads more work

This is a month-long game jam, so we thought to go a bit ambitious:So here are the first screenshot of our WIP Multiplayer Roguelike ARPG!

The theme of this jam is 30 second quest. We are thinking to have dungeon environments be filled with Aether, which is toxic to humans. If you breath it in for more than 30 seconds you start taking very rapid damage. However, you can hold it off using certain artifacts, spells, abilities, and items. This adds another level of strategic thinking to the mix.

The game will play sort of Dark Soul-sy in its pacing. You really have to think about attacks, and when to defend. Difficulty is definitely something we are focusing on in terms of balance. There will be a need to learn enemy attack patterns. On the art, a lot of focus is being put on enemies telegraphing their attacks.

Art style is rather simple at the moment. The minimalism is real in this one! We have not done our "beautification" yet, but we will be keeping this simple style. It simplifies animation, content creation, and eliminates the need for up/down animation (because of a lack of legs).

At the moment, we are working on the base systems, then finishing the town, then we will be working on dungeons. Still undecided if we will be tackling random dungeon generation or PCG for this jam. One month is still too short!

We got a bit of a late start, but finally have something to show for Week 1:

Our game will be a mobility-based platformer with the goal of combining various mobility abilities (wall jump, dash, double jump, etc.) to go through an environment in less than 30 seconds. Simple, we know, but we want to focus on execution.

Since music needs to be self made this time around, I tried my hand at layering various tracks according to player actions, and it sounds quite nice.

Haha yeah. wish i would have hashed out some more of the code before >.< need to revisit the character model and make more animations n such as well :c games are alot of work!!! lol. thanks for chiming in! my posts have been pretty quiet >.< was worrysome

Hey Guys, just a quick video update on my progress the video is just a quick run through of one of the levels, still plenty to go but doing what i can in the time i can put in. still needing to do animations first time ever doing them in blender. also need to implement the damage system, music and make many many more assets.

Hey everyone! Your games are looking amazing, great job and I can't wait to play them. The spotlight video is up. If I missed any games posted in the last 5 hours they will be in the next spotlight video :)

Agreed, the camera works really well. I love the way the lamp stays on when it's knocked over as well. Getting your head around 3d vectors and cameras and stuff is not simple stuff. You look like your getting there. Half a day is not slow to make this jump ;)

Remember. even if it's not (strictly right) go by the way it works and how it looks to you. My cameras are completely NOT right, so I adjusted everything so you don't know they are not right. Much quicker than trying to work out where I went wrong. Time is a bit more precious with game jams...

Thanks! yeah by the time i figured it out i was like... man i should have just rigged it to look like it was working >.< could have used that time on some game play changes that i want to add. oh well here to learn right! :D

1. It's made in a new language called Monkey2 - a version of basic that is compiled down into c++.

2. currently monkey2 3d is being developed, so all of this is actually custom programmed from scratch in OpenGL. That includes the 3d editors and everything else. I'm sort of working with a new timeline system I'm working on to provide lots of interaction and animation. I also did all the particle stuff, etc, so there is nothing that is actually used off the shelf.

Todays WIP is the Battle Arena. anytime you meet a monster, you do battle!

The cards change to the battle deck. Still working out how the cards will operate but i really like the concept of there being a single 'fatal' card in the deck. if you get that it will give you a fatal blow to your opponent.

me and my friend started last week during our free time. Now that he finished his studies, we can push the game forward. so far, we made a design that both of us agreed on and will start doing the gameplay mechanics.

we're still playing around on the mechanics and story but the idea is that you will fight a boss for 30 seconds(borrowed time) and the time resets for you to buy powerups and equipment until you beat the boss. we love making the concept of a time paradox thing in which it changes the fate of the future by altering something in the past

I usually use a _gameMode:int to decide what I am doing. but I found that a lot of it became time based, so instead of GAMEMODE_PLAY and GAMEMODE_MENU I needed GAMEMODE_MENUTOPLAY, etc

You then end up with a lot of big case/switch/if statements to pick which mode you are in.

Currently everything is being controlled by time and timelines. I trigger a timeline and it returns a value from 0 to 1. 0 being one state 1 being another state. everything in between is some form of transition.

E.G. I am currently going from play into battle modes. and just set a transition for 2 seconds. but it was too long, so I kept tweeting the timing variable until it felt 'right' As it is time based, it will run the same on any platform or computer.

Think of it as sort of invisible events. You can trigger a defined time - read the position, and be notified when it reaches the end.

I am not sure if Unity or Unreal have these things as default, but I am sure they could be quickly knocked up. Maybe think about it for another time ;]

So, what's todays WIP I hear you cry? Today is about transitions. from a play state to a battle state. This means the current map of tiles must go away and a new 'Battle arena' brought in...

So the clock is stopped and moved out of the way, the current card are hidden and a new battle deck brought in, and new battle tiles are dropped in place. plus the lighting is lowered and color boosted.

The FPS is wavering because of the screen capture, just so you know it's not the game :)

Hi all, this is my progress so far. I still have to replace the character, have the HUD update and add some sound effects. In this video you can see some turrets trying to kill me (I'm not great at avoiding them), pickups (5/10 seconds, double jump and stars - which I will probably get rid of) and moving platforms, very easy to customize, you just have due to the use of splines (they are amazing if you haven't tried them).

This being my first game, I'm quite proud with what I have so far :). Let me know what you think.

Would be great if you could ignore the sound in the video and the first 5-6 seconds. I struggled finding a proper free screen recorder, any suggestions?

Thank you AdamStrange! It was really simple to do, just a change of color on the spotlight component and changing of materials on the eye if the robot sees you. I'm still working on a good way to attack the enemies.

Update progress have a sword swing another one coming to make a combo and walk and run animation finishing up animations for the enemy's. Have all my areas in each level working so once all the enemy's in the area are destroyed it then makes the next area available. Made some changes to the level design still going to work on it while i have the time, once the level is finished you move on to the next level. Been working with holland on the music for the levels i think it suits the forest area great. New opening menu.

Yeah i think i just thought i could do so much more in a month but its hard trying to do this plus full time job and 14 month daughter but i feel like i achieved something even if i dont get everything in the game that i wanted i think people will still enjoy it.

Your game is coming along nice it looks pretty cool man looking forward to playing it, how much more of that have you got to go?

haha... well music / sound / doors / more steal'able objects / pause menu / start menu / end game (or restart) on time end / wanted to have some ai / placing props and finishing rooms / lol and more kind of a laundry list

sounds Like you have your hands full if I knew unity I would try and give you a hand. I still have to do assets for a whole other level. But I just finished with my characters animation's he can now jump run walk idle and does a three sword attack combo and death. Sound effects I'm having trouble with. I want to touch up my AI as well make them smarter.

thanks man took way to long in blender first time using it always used 3dsmax before this but thought i would give blender a try. yeah i'm using UE4 never done stuff with swords before so im a little unsure how to blend walking with Sword attack but im sure i could find out some info somewhere for it. Thanks for watching it

Definitely has something about it that is interesting. would be a shame not to get it to a more playable state.

Here's a graphics tweak for you to think about. place a graded dark sprite (going from grey to transparent, below your figure for instant shadow effect. Stops him from looking like he is floating a bit .:)

Here's a progress vid leading up to the jam finishing. Left is SFX, music and finishing the boss rooms/ reworking how to end the game as a must haves and about 1000 other things as wants. Pretty happy with how it turned out. I'll be pretty busy on this until the jam finishes, good luck getting something finished everyone!

Hi everyone,a video of my project so far. Here's the idea :You're the tester of a new tech that records your every move in space and time. It's limited to 30sec so you have to figure out how to pass the test rooms.

Hi everyone, I'm leaving the game jam since I didn't have time to work on the game because of work, which is a shame. I have a video showing a little bit of progress since last time. I'm going to finish this game when I get more time for it after next month, but not for this jam. Good luck to everybody else, I think everyone has done some great work and can't wait to play your games :)

It is with a very heavy heart that RogueTable 30 will not be entered into the Jam ;[

It is completely finished! works very well, has all 8 levels, and everything you have seen.

The issues started this afternoon while trying to recompile for windows10. Nothing went well. and it has taken until tonight to get the compiler sorted and the sources working.

Then I came up against and unknown opengl error and it looks like part of the display is now missing!

Testing and debugging was started. but I tried a second compile for the mac. Similar issues occurred. I am not exactly sure where the problems lie, possibly memory and also OpenGl faults (which cannot be solved in time)

The dev system is a big mac with lots of memory and special source and a few pickles thrown in as well, so it may be that there are issues to do with that.

On running on the lower machines I also found the speed was taking a big hit as well.

With all of this taken into consideration. I have to pull out.

I am not exactly sure what to do now, but I have an idea to drop the entire programming language and move to something more stable and predictable like Unreal!

I am also sorry to all and any of you who were waiting to see the real thing in action. I think you might be able to understand my own disappointment in this too. ;(

Brilliant luck to everyone who takes part though. We all deserve some sleep and thanks for all the hard work.

Oh no!!! I feel your pain Adam. Something similar happened to me in a previous jam once. It's a crushing feeling I know. I'd say keep working on the issues, after some much needed rest though. You can still upload it on your itch page and people will still get a chance to play it when and if you do figure out the issues! Never give up man haha ;)

Damn, sorry for you ;( I was just looking for your game in the entries and then I came and checked back here.I think the trip is worth more than the arrival so, you didn't lose your time !I though did a stupid mistake ><' I released my entry and forgot that I was setup in AZERTY ...

Unfortunately I didn't have time for music and more complex stuff like enemies, better character, story. I worked on it for 2 weeks and only after work. I had no prior experience with any of the software used (UE4, Blender, Photoshop).

I'm pretty happy with the result, it was a really fun experience and I already look forward for the next game jam.

So I didn't quite managed to upload my game in time, which is very frustrating. It's really a shame and I think I did a great job for my first game jam. I wanted to share my game with others and I'd loved to get some feedback on it ^^.